/Engine/Plugins/Experimental/Animation/MotionTrajectory/Source/MotionTrajectory/Public/CharacterTrajectoryComponent.h
Component for generating trajectories usable by Motion Matching. This component generates trajectories fromACharacter. This is intended to provide an example and starting point for using Motion Matching with a common setup using the defaultUCharacterMovementComponent. It is expected work flow to extend or replace this component for projects that use a custom movement component or custom movement modes.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Meta=(BlueprintSpawnableComponent), Experimental) class UCharacterTrajectoryComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
bool
bAutoUpdateTrajectory
Bydefault the component will always update trajectory.
TObjectPtr<UCh...
CharacterMovementComponent
FRotator
DesiredControllerRotationLastUpdate
FQuat
ForwardFacingCS
Forward axis for the SkeletalMeshComponent. It's common for skeletal mesh and animation data to not be X forward.
float
HistoryLengthSeconds
This should generally match the longest history required by a Motion Matching Database in the project.
int32
HistorySamplesPerSecond
Higher values will cost more storage and processing time, but give higher accuracy.
float
MaxControllerRotationRate
Maximum controller rotation rate in degrees per second used to clamp the character owner controller desired rotation to generate the prediction trajectory.
int32
NumHistorySamples
float
PredictionLengthSeconds
This should match the longest trajectory prediction required by a Motion Matching Database in the project.
int32
PredictionSamplesPerSecond
Higher values will cost more storage and processing time, but give higher accuracy.
float
RotateTowardsMovementSpeed
If the character is forward facing (i.e. bOrientRotationToMovement is true), this controls how quickly the trajectory will rotate to face acceleration.
float
SecondsPerHistorySample
float
SecondsPerPredictionSample
TObjectPtr<USk...
SkelMeshComponent
FPoseSearchQuer...
Trajectory
Trajectory stored in world space so it can be directly passed to Motion Matching.